Arcane Spontaneous Spells
| Rank | 1 | 2 | 3 | 4 |
|---|---|---|---|---|
| Slots / day | 4 | 4 | 4 | 3 |
| Remaining | 4 | 4 | 4 | 3 |
Cantrips
Frostbite◆◆ColdConcentrateManipulateAn orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a c…
An orb of biting cold coalesces around your target, freezing its body. The target takes 2d4 cold damage with a basic Fortitude save. On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn.
Spell Effect: Frostbite
Heightened (+1) The damage increases by 1d4 and the weakness on a critical failure increases by 1.
Prestidigitation◆◆ConcentrateManipulateThe simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain th…
The simplest magic does your bidding. You can perform simple magical effects for as long as you Sustain the spell. Each time you Sustain the spell, you can choose one of four options.
• Cook Cool, warm, or flavor 1 pound of nonliving material.
• Lift Slowly lift an unattended object of light Bulk or less 1 foot off the ground.
• Make Create a temporary object of negligible Bulk, made of congealed magical substance. The object looks crude and artificial and is extremely fragile-it can't be used as a tool, weapon, or locus or cost for a spell.
• Tidy Color, clean, or soil an object of light Bulk or less. You can affect an object of 1 Bulk with 10 rounds of concentration, and a larger object at 1 minute per Bulk.
Prestidigitation can't deal damage or cause adverse conditions. Any actual change to an object (beyond what is noted above) persists only as long as you Sustain the spell.
Shield◆ConcentrateForceYou raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the sta…
You raise a magical shield of force. This counts as using the Raise a Shield action, giving you a +1 circumstance bonus to AC until the start of your next turn, but it doesn't require a hand to use.
While the spell is in effect, you can use the Shield Block reaction with your magic shield. The shield has Hardness 5. You can use the spell's reaction to reduce damage from any spell or magical effect, even if it doesn't deal physical damage. After you use Shield Block, the spell ends and you can't cast it again for 10 minutes.
Spell Effect: Shield
Effect: Shield Immunity
Heightened (+2) The shield's Hardness increases by 5.
Detect Magic (Feat)◆◆ConcentrateDetectionManipulateYou send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choo…
You send out a pulse that registers the presence of magic. You receive no information beyond the presence or absence of magic. You can choose to ignore magic you're fully aware of, such as the magic items and ongoing spells of you and your allies. You detect illusion magic only if that magic's effect has a lower rank than the rank of your detect magic spell. However, items that have an illusion aura but aren't deceptive in appearance (such as an Invisibility Potion) typically are detected normally.
Heightened (3rd) You learn the rank or level of the most powerful magical effect the spell detects, as determined by the GM.
Heightened (4th) As 3rd rank, but you also pinpoint the source of the highest-rank magic. Like for an imprecise sense, you don't learn the exact location, but can narrow down the source to within a 5-foot cube (or the nearest if larger than that).
Daze◆◆ConcentrateManipulateMentalNonlethalYou push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target cri…
You push into the target's mind and daze it with a mental jolt. The jolt deals 1d6 mental damage, with a basic Will save. If the target critically fails the save, it is also Stunned 1.
Heightened (+2) The damage increases by 1d6.
Rank 1 repertoire
Force Barrage◆–◆◆◆ConcentrateForceManipulateYou fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each addit…
You fire a shard of solidified magic toward a creature that you can see. It automatically hits and deals 1d4+1 force damage. For each additional action you use when Casting the Spell, increase the number of shards you shoot by one, to a maximum of three shards for 3 actions. You choose the target for each shard individually. If you shoot more than one shard at the same target, combine the damage before applying bonuses or penalties to damage, resistances, weaknesses, and so forth.
Heightened (+2) You fire one additional shard with each action you spend.
Thunderstrike◆◆SignatureConcentrateElectricityManipulateSonicYou call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity damage and 1d4 sonic damage to the target with a ba…
You call down a tendril of lightning that cracks with thunder, dealing 1d12 electricity damage and 1d4 sonic damage to the target with a basic Reflex save. A target wearing metal armor or made of metal takes a –1 circumstance bonus to its save, and if damaged by the spell is Clumsy 1 for 1 round.
Heightened (+1) The damage increases by 1d12 electricity and 1d4 sonic.
Alarm10 minutesConcentrateManipulateYou ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or lar…
You ward an area to alert you when creatures enter without your permission. When you cast alarm, select a password. Whenever a Small or larger corporeal creature enters the spell's area without speaking the password, alarm sends your choice of a mental alert (in which case the spell gains the mental trait) or an audible alarm with the sound and volume of a hand bell (in which case the spell gains the auditory trait). Either option automatically awakens you, and the bell allows each creature in the area to attempt a DC 15 Perception check to wake up. A creature aware of the alarm must succeed at a Stealth check against the spell's DC or trigger the spell when moving into the area.
Heightened (3rd) You can specify a trigger for which types of creatures sound the alarm spell.
Charm◆◆ConcentrateEmotionIncapacitationManipulateMentalSubtleTo the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonu…
To the target, your words are honey and your visage seems bathed in a dreamy haze. It must attempt a Will save, with a +4 circumstance bonus if you or your allies recently threatened it or used hostile actions against it.
You can Dismiss the spell. If you use hostile actions against the target, the spell ends. When the spell ends, the target doesn't necessarily realize it was charmed unless its friendship with you or the actions you convinced it to take clash with its expectations, meaning you could potentially convince the target to continue being your friend via mundane means.
Critical Success The target is unaffected and aware you tried to charm it.
Success The target is unaffected but thinks your spell was something harmless instead of charm, unless it identifies the spell.
Failure The target's attitude becomes Friendly toward you. If it was Friendly, it becomes Helpful. It can't use hostile actions against you.
Critical Failure The target's attitude becomes Helpful toward you, and it can't use hostile actions against you.
Heightened (4th) The duration lasts until the next time you make your daily preparations.
Heightened (8th) The duration lasts until the next time you make your daily preparations, and you can target up to 10 creatures.
Rank 2 repertoire
Dispel Magic◆◆ConcentrateManipulateYou unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item,…
You unravel the magic behind a spell or effect. Attempt a counteract check against the target. If you successfully counteract a magic item, the item becomes a mundane item of its type for 10 minutes. This doesn't change the item's non-magical properties. If the target is an artifact or similar item, you automatically fail.
See the Unseen◆◆ConcentrateManipulateRevelationYour gaze pierces through illusions and finds Invisible creatures and spirits. You can see invisible creatures as though they weren't invis…
Your gaze pierces through illusions and finds Invisible creatures and spirits. You can see invisible creatures as though they weren't invisible, although their features are blurred, making them Concealed and difficult to identify. You can also see incorporeal creatures, like ghosts, phased through an object from within 10 feet of an object's surface as blurry shapes seen through those objects. Subtler clues also grant you a +2 status bonus to checks you make to disbelieve illusions.
Heightened (5th) This spell has a duration of 8 hours.
Spell Effect: See the Unseen
Web◆◆◆SignatureConcentrateManipulateYou create a sticky web in the area that impedes creatures' movement. Squares filled with the web are difficult terrain. Each time a creatu…
You create a sticky web in the area that impedes creatures' movement. Squares filled with the web are difficult terrain. Each time a creature in the web begins to use a move action or enters the web during a move action it's using, it must attempt an Athletics check or Reflex save against your spell DC to avoid taking a circumstance penalty to its Speeds or becoming Immobilized. A creature that gets out of the web ceases to take a circumstance penalty to its Speed from the web. Each square can be cleared of the web by a single attack or effect that deals at least 5 slashing damage or 1 fire damage. A square has AC 5, and it automatically fails its saving throws.
Critical Success The creature is unaffected, and it doesn't need to attempt further Athletics checks or saving throws against the web this turn. If it used an Athletics check, it clears the web from every square it leaves during its movement.
Success The creature is unaffected during its action. If it used an Athletics check, it clears the web from every square it leaves during its movement.
Failure The creature takes a –10-foot circumstance penalty to its Speeds until the start of its next turn.
Critical Failure The creature is immobilized until the start of its next turn, after which it takes a –10-foot circumstance penalty to its Speeds for 1 round. It can attempt to Escape to remove its immobilized condition.
Heightened (4th) The spell's area increases to a burst|distance:20, and its range increases to 60 feet.
Ignite Fireworks◆◆ConcentrateFireManipulateSonicA brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damag…
A brilliant and clamorous display of sparks and colorful fireworks explode around your enemies, dealing 1d8 fire damage and 1d8 sonic damage to creatures within a 10-foot burst. All creatures in the area must attempt a Reflex save.
Critical Success The creature is unaffected.
Success The creature takes half damage and is Dazzled for 1 round.
Failure The creature takes full damage and is dazzled for 3 rounds.
Critical Failure The creature takes double damage, takes 1d4 persistent,fire damage, and is dazzled for 1 minute.
Heightened (+2) The initial fire damage increases by 1d8, the sonic damage increases by 1d8, and the persistent fire damage a creature takes on a critical failure increases by 1d4.
Rank 3 repertoire
Fireball◆◆ConcentrateFireManipulateA roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage. Heightened (+1) The damage increases by 2d6.
A roaring blast of fire detonates at a spot you designate, dealing 6d6 fire damage.
Heightened (+1) The damage increases by 2d6.
Haste◆◆ConcentrateManipulateMagic empowers the target to act faster. It gains the Quickened condition and can use the extra action each round only for Strike and Strid…
Magic empowers the target to act faster. It gains the Quickened condition and can use the extra action each round only for Strike and Stride actions.
Heightened (7th) You can target up to 6 creatures.
Spell Effect: Haste
Paralyze◆◆ConcentrateIncapacitationManipulateMentalYou block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a…
You block the target's motor impulses before they can leave its mind, threatening to freeze the target in place. The target must attempt a Will save.
Critical Success The target is unaffected.
Success The target is Stunned 1.
Failure The target is Paralyzed for 1 round.
Critical Failure The target is Paralyzed for 4 rounds. At the end of each of its turns, it can attempt a new Will save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
Heightened (7th) You can target up to 10 creatures.
Blindness◆◆ConcentrateIncapacitationManipulateYou blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute. Cri…
You blind the target. The effect is determined by the target's Fortitude save. The target then becomes temporarily immune for 1 minute.
Critical Success The target is unaffected.
Success The target is Blinded until its next turn begins.
Failure The target is Blinded for 1 minute.
Critical Failure The target is Blinded permanently.
Rank 4 repertoire
Suggestion◆◆ConcentrateIncapacitationLinguisticManipulateMentalSubtleYour honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way…
Your honeyed words are difficult for creatures to resist. You suggest a course of action to the target, which must be phrased in such a way as to seem like a logical course of action to the target and can't be self-destructive or obviously against the target's self-interest. The target must attempt a Will save.
Critical Success The target is unaffected and knows you tried to control it.
Success The target is unaffected.
Failure The target immediately follows your suggestion. The spell has a duration of 1 minute, or until the target has completed a finite suggestion or the suggestion becomes self-destructive or has other obvious negative effects.
Critical Failure As failure, but the base duration is 1 hour.
Heightened (8th) You can target up to 10 creatures.
Aerial Form◆◆ConcentrateManipulatePolymorphYou harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you Cast this Spell, choose a…
You harness your mastery of primal forces to reshape your body into a Medium flying animal battle form. When you Cast this Spell, choose a listed battle form. You can decide the specific type of animal (such as an owl or eagle for bird), but this has no effect on the form's Size or statistics. While in this form, you gain the animal trait. You can Dismiss the spell.
You gain the following statistics and abilities regardless of which battle form you choose:
• AC = 18 + your level. Ignore your armor's check penalty and Speed reduction.
• 5 temporary Hit Points.
• Low-light vision.
• One or more unarmed melee attacks specific to the battle form you choose, which are the only attacks you can Strike with. You're trained with them. Your attack modifier is +16, and your damage bonus is +5. These attacks are Dexterity based (for the purpose of the Clumsy condition, for example). If your attack modifier for Dexterity-based unarmed attacks is higher, you can use it instead.
• Acrobatics modifier of +16, unless your own modifier is higher.
You also gain specific abilities based on the form you choose:
• Bat
• Speed 20 feet, fly Speed 30 feet; precise echolocation 40 feet;
• Melee a fangs, Damage 2d8 piercing;
• Melee a wing (agile), Damage 2d6 bludgeoning.
• Bird
• Speed 10 feet, fly Speed 50 feet;
• Melee a beak, Damage 2d8 piercing;
• Melee a talon (agile), Damage 1d10 slashing.
• Pterosaur
• Speed 10 feet, fly Speed 40 feet; imprecise scent 30 feet;
• Melee a beak, Damage 3d6 piercing.
• Wasp
• Speed 20 feet, fly Speed 40 feet;
• Melee a stinger, Damage 1d8 piercing plus 1d6 persistent poison.
Heightened (5th) Your battle form is Large and your fly Speed gains a +10-foot status bonus. You must have enough space to expand into or the spell is lost. You instead gain 10 temporary HP, attack modifier +18, damage bonus +8, and Acrobatics +20.
Heightened (6th) Your battle form is Huge, your fly Speed gains a +15-foot status bonus, and your attacks have 10-foot reach. You must have enough space to expand into or the spell is lost. You instead gain AC = 21 + your level, 15 temporary HP, attack modifier +21, damage bonus +4 and double damage dice (including persistent damage), and Acrobatics +23.
Chromatic Ray◆◆AttackConcentrateLightManipulateYou send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack ro…
You send out a ray of colored light streaming toward your enemy, with a magical effect depending on the ray's color. Make a spell attack roll. If you hit, roll 1d4 to see which beam you cast. If the ray deals damage, that damage is doubled on a critical hit. Any additional traits that apply to a ray are listed in parentheses just after the name of the color.
• Red (fire) The ray deals 30 fire damage to the target.
• Orange (acid) The ray deals 40 acid damage to the target.
• Yellow (electricity) The ray deals 50 electricity damage to the target.
• Green (poison) The ray deals 25 poison damage to the target, and the target must succeed at a Fortitude save or be Enfeebled 1 for 1 minute (Enfeebled 2 on a critical failure).
Heightened (6th) The damage for 40 fire{Red}, 50 acid{Orange}, 60 electricity{Yellow}, and 35 poison{Green} each increase by 10. Roll 1d8 to determine the ray's color, using the results for 1-4 above and the results for 5-8 below.
• Blue The ray has the effect of the Petrify spell. On a critical hit, the target is Clumsy 1 as long as it's Slowed by the flesh to stone effect.
• Indigo (emotion, incapacitation, mental) The ray has the effect of the Confusion spell. On a critical hit, it has the effect of Warp Mind instead.
• Violet The target is Slowed for 1 minute. It must also succeed at a will save or be teleported 120 feet directly away from you (if there isn't room for it to appear there, it appears in the nearest open space); this is a teleportation effect.
• Intense Color The target is Dazzled until the end of your next turn, or Blinded if your attack roll was a critical hit. Roll again and add the effects of another color (rerolling results of 8).